Thanks for the suggestions asdro, but I'm up to my ears with Jet Provosts at the moment. Returning to vehicles after that is not featuring very high as a possibility at the moment. I'll need to see what use has been made of the ones I've already produced before contemplating any more.
John Young wrote: 11 Dec 2019, 21:14
. . . . . . . . . . I'll need to see what use has been made of the ones I've already produced before contemplating any more.
John
John,
I have been playing with the AI vehicles. I've painted a few different police cars.
I made an AI vehicle from a UI one available on the web. It got away from me
at Schenectady and I had to make up another flight plan to chase it down.
Here's the result.
Service to my Country 9/61 - 2/03 US Navy - HS-3, VX-1, HS-7 (USS Intrepid, USS Wasp, USS Yorktown) Va National Guard - 229th Cbt Avn Co US Coast Guard - E City CGAS, CGC Morro Bay, RTC Yorktown NOAA - Co-op Observer 1983 - present
Oh that's brilliant, a police car chasing a speeding van. Delighted to see someone having a play with the vehicles.
I initially built the vehicles with just the one set of wheels (tires) - the "slow" parts because in my sims they never get passed the speed to trigger the second set of wheels - the "blurred" parts. Then I realised that some users may have increased the sim taxi speed and I went back and added the "blurred" wheels, just in case.
I don't know how the vehicles are made in "AES Lite" asdro so I can't answer your first two questions. If you could look at the file structure of the program and determine that, you might be able to answer the questions for yourself. If they follow the usual FS9 aircraft methodology (aircraft.cfg and .air files) then the answers might be "yes". If not, then probably "no".
The way I have set up AI vehicles just uses the same process as AI aircraft when they taxi. They just disappear when they reach the runway since it is closed for take-off and landing. You can alter the taxi speed with the appropriate tool, but you can't program differential separation. Blinking lights for turning and red ones for braking I suppose is technically possible if the xml triggers were developed but it's not something I would ever contemplate doing.
No I don't think they do. The vehicles in the video are not driven by the AI aircraft engine. They have an intelligence of their own, so for example, fuel trucks and buses can drive up to an arriving aircraft, trucks with steps can do the same. I have no idea how to create custom vehicle traffic like that. I didn't see any direction indicator or brake lights in the video. That would seem an overkill in any case when even the wheels on the vehicles don't turn.
That's why my AI vehicles are better suited to roaming around the airfield, avoiding the centre of main aprons/ramps to prevent collisions with departing and arriving AI aircraft.
The vehicles are just an addon for a few japanese Overland sceneries.
The question is if overland gave raw scenery files for the AI vehicle developer to make his AI movement possible and comoatibel with the overland products.
I've no plans to make further AI vehicles after I've finished the Hawkeyes and Greyhounds asdro. I might make more in the future, but not in the coming months. It depends on what I feel like doing at the time.
I made a scenery for KTYS airport for my personal use.
I used your wonderfull airport vehicles to get some dynamic scenery at the airport.
Now I want to know if I can convert some of your AI vehicles into static model?.
Also is it possible to have your permission to share these static vehicles?
Afraid not Alex,at least not for distribution. I spent a lot of time making the vehicles for AI use. I could provide static objects from them in half an hour, but that's not how I want to see them used.